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source: orxonox.OLD/branches/spaceshipcontrol/src/story_entities/world.cc @ 6234

Last change on this file since 6234 was 6234, checked in by snellen, 18 years ago

playable.cc and space_ship.cc updated

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: Christian Meyer
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
18
19#include "world.h"
20
21#include "shell_command.h"
22#include "resource_manager.h"
23#include "state.h"
24
25#include "p_node.h"
26#include "world_entity.h"
27#include "player.h"
28#include "camera.h"
29#include "environment.h"
30#include "terrain.h"
31
32#include "test_entity.h"
33#include "terrain.h"
34#include "light.h"
35#include "load_param.h"
36#include "shell.h"
37
38#include "fast_factory.h"
39#include "animation_player.h"
40#include "particle_engine.h"
41#include "graphics_engine.h"
42#include "physics_engine.h"
43#include "fields.h"
44
45#include "md2Model.h"
46
47#include "glmenu_imagescreen.h"
48#include "game_loader.h"
49
50#include "animation3d.h"
51
52#include "substring.h"
53
54#include "factory.h"
55
56#include "weapons/projectile.h"
57#include "event_handler.h"
58#include "sound_engine.h"
59#include "ogg_player.h"
60
61#include "class_list.h"
62
63#include "cd_engine.h"
64#include "npcs/npc_test1.h"
65#include "shader.h"
66
67#include "playable.h"
68#include "network_manager.h"
69#include "playable.h"
70
71
72SHELL_COMMAND(speed, World, setSpeed);
73SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility);
74SHELL_COMMAND(toggleBVVisibility, World, toggleBVVisibility);
75
76using namespace std;
77
78//! This creates a Factory to fabricate a World
79CREATE_FACTORY(World, CL_WORLD);
80
81World::World(const TiXmlElement* root)
82{
83  this->constuctorInit("", -1);
84  this->path = NULL;
85
86  this->loadParams(root);
87}
88
89/**
90 *  remove the World from memory
91 *
92 *  delete everything explicitly, that isn't contained in the parenting tree!
93 *  things contained in the tree are deleted automaticaly
94 */
95World::~World ()
96{
97  delete this->shell;
98  PRINTF(3)("World::~World() - deleting current world\n");
99
100  delete this->localPlayer;
101
102  // delete all the initialized Engines.
103  FastFactory::flushAll(true);
104  delete LightManager::getInstance();
105  delete ParticleEngine::getInstance();
106  delete AnimationPlayer::getInstance();
107  delete PhysicsEngine::getInstance();
108
109  // external engines initialized by the orxonox-class get deleted
110  SoundEngine::getInstance()->flushAllBuffers();
111  SoundEngine::getInstance()->flushAllSources();
112
113  if (State::getObjectManager() == &this->objectManager)
114    State::setObjectManager(NULL);
115  // erease everything that is left.
116  delete PNode::getNullParent();
117
118  //secondary cleanup of PNodes;
119  const std::list<BaseObject*>* nodeList = ClassList::getList(CL_PARENT_NODE);
120  if (nodeList != NULL)
121    while (!nodeList->empty())
122      delete nodeList->front();
123
124  Shader::suspendShader();
125
126  // unload the resources !!
127  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
128}
129
130/**
131 * initializes the world.
132 * @param name the name of the world
133 * @param worldID the ID of this world
134 *
135 * set all stuff here that is world generic and does not use to much memory
136 * because the real init() function StoryEntity::init() will be called
137 * shortly before start of the game.
138 * since all worlds are initiated/referenced before they will be started.
139 * NO LEVEL LOADING HERE - NEVER!
140*/
141void World::constuctorInit(const char* name, int worldID)
142{
143  this->setClassID(CL_WORLD, "World");
144
145  this->setName(name);
146  this->gameTime = 0.0f;
147  this->setSpeed(1.0);
148  this->music = NULL;
149  this->shell = NULL;
150  this->localPlayer = NULL;
151  this->localCamera = NULL;
152
153  this->showPNodes = false;
154  this->showBV = false;
155}
156
157/**
158 * loads the parameters of a World from an XML-element
159 * @param root the XML-element to load from
160 */
161void World::loadParams(const TiXmlElement* root)
162{
163  PRINTF(4)("Creating a World\n");
164
165  LoadParam(root, "identifier", this, World, setStoryID)
166    .describe("Sets the StoryID of this world");
167
168  LoadParam(root, "nextid", this, World, setNextStoryID)
169    .describe("Sets the ID of the next world");
170
171  LoadParam(root, "path", this, World, setPath)
172    .describe("The Filename of this World (relative from the data-dir)");
173}
174
175/**
176 * this is executed just before load
177 *
178 * since the load function sometimes needs data, that has been initialized
179 * before the load and after the proceeding storyentity has finished
180*/
181ErrorMessage World::preLoad()
182{
183  State::setObjectManager(&this->objectManager);
184  this->cycle = 0;
185
186  /* init the world interface */
187  this->shell = new Shell();
188
189  LightManager::getInstance();
190  PNode::getNullParent();
191
192  AnimationPlayer::getInstance(); // initializes the animationPlayer
193  ParticleEngine::getInstance();
194  PhysicsEngine::getInstance();
195
196  this->localCamera = new Camera();
197  this->localCamera->setName ("World-Camera");
198
199  State::setCamera(this->localCamera, this->localCamera->getTarget());
200
201  GraphicsEngine::getInstance()->displayFPS(true);
202  this->displayLoadScreen();
203}
204
205
206/**
207 *  loads the World by initializing all resources, and set their default values.
208 */
209ErrorMessage World::load()
210{
211  PRINTF(3)("> Loading world: '%s'\n", getPath());
212  TiXmlElement* element;
213  GameLoader* loader = GameLoader::getInstance();
214
215  if( getPath() == NULL)
216    {
217      PRINTF(1)("World has no path specified for loading");
218      return (ErrorMessage){213,"Path not specified","World::load()"};
219    }
220
221  TiXmlDocument* XMLDoc = new TiXmlDocument( getPath());
222  // load the campaign document
223  if( !XMLDoc->LoadFile())
224  {
225    // report an error
226    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
227    delete XMLDoc;
228    return (ErrorMessage){213,"XML File parsing error","World::load()"};
229  }
230
231  // check basic validity
232  TiXmlElement* root = XMLDoc->RootElement();
233  assert( root != NULL);
234
235  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
236    {
237      // report an error
238      PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
239      delete XMLDoc;
240      return (ErrorMessage){213,"Path not a WorldDataFile","World::load()"};
241    }
242
243  // load the parameters
244  // name
245  const char* string = grabParameter( root, "name");
246  if( string == NULL)
247    {
248      PRINTF(2)("World is missing a proper 'name'\n");
249      this->setName("Unknown");
250    }
251  else
252    {
253      this->setName(string);
254    }
255
256  ////////////////
257  // LOADSCREEN //
258  ////////////////
259  element = root->FirstChildElement("LoadScreen");
260  if (element == NULL)
261    {
262      PRINTF(2)("no LoadScreen specified, loading default\n");
263
264      glmis->setBackgroundImage("pictures/load_screen.jpg");
265      this->glmis->setMaximum(8);
266      this->glmis->draw();
267    }
268  else
269    {
270      this->glmis->loadParams(element);
271      this->glmis->draw();
272    }
273  this->glmis->draw();
274
275  ////////////////////////
276  // find WorldEntities //
277  ////////////////////////
278
279  element = root->FirstChildElement("WorldEntities");
280
281  if( element == NULL)
282    {
283      PRINTF(1)("World is missing 'WorldEntities'\n");
284    }
285  else
286    {
287      element = element->FirstChildElement();
288      // load Players/Objects/Whatever
289      PRINTF(4)("Loading WorldEntities\n");
290      while( element != NULL)
291        {
292          BaseObject* created = Factory::fabricate(element);
293          if( created != NULL )
294          {
295            if(created->isA(CL_WORLD_ENTITY))
296              this->spawn(dynamic_cast<WorldEntity*>(created));
297            printf("Created a %s: %s\n", created->getClassName(), created->getName());
298          }
299
300          // if we load a 'Player' we use it as localPlayer
301
302
303          //todo do this more elegant
304          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
305            this->sky = dynamic_cast<WorldEntity*>(created);
306          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
307          {
308            terrain = dynamic_cast<Terrain*>(created);
309            CDEngine::getInstance()->setTerrain(terrain);
310          }
311          element = element->NextSiblingElement();
312          glmis->step(); //! @todo temporary
313        }
314      PRINTF(4)("Done loading WorldEntities\n");
315    }
316
317    //////////////////////////////
318    // LOADING ADDITIONAL STUFF //
319    //////////////////////////////
320
321    LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams);
322
323   LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams);
324//   LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams);
325
326  // free the XML data
327
328  delete XMLDoc;
329  /* GENERIC LOADING PROCESS FINISHED */
330
331
332  // Create a Player
333  this->localPlayer = new Player();
334
335  Playable* playable;
336  const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
337  if (playableList != NULL)
338  {
339    playable = dynamic_cast<Playable*>(playableList->front());
340    this->localPlayer->setControllable(playable);
341  }
342
343
344//   //localCamera->setParent(TrackNode::getInstance());
345//  tn->addChild(this->localCamera);
346  localCamera->setClipRegion(1, 10000.0);
347//  localCamera->lookAt(playable);
348//  this->localPlayer->setParentMode(PNODE_ALL);
349  if (sky != NULL)
350  {
351    this->sky->setParent(this->localCamera);
352    this->sky->setParentMode(PNODE_MOVEMENT);
353  }
354
355  this->localCamera->getTarget()->getParent()->debugNode(0);
356  SoundEngine::getInstance()->setListener(this->localCamera);
357
358
359
360  ////////////
361  // STATIC //
362  ////////////
363
364
365//   TestEntity* testEntity = new TestEntity();
366//   testEntity->setRelCoor(Vector(570, 10, -15));
367//   testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));
368//   this->spawn(testEntity);
369
370  for(int i = 0; i < 100; i++)
371  {
372    WorldEntity* tmp = new NPCTest1();
373    char npcChar[10];
374    sprintf (npcChar, "NPC_%d", i);
375        tmp->setName(npcChar);
376    tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30);
377    this->spawn(tmp);
378  }
379
380  this->music = NULL;
381  //(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL);
382  //music->playback();
383}
384
385ErrorMessage World::postLoad()
386{
387  this->releaseLoadScreen();
388}
389
390
391/**
392 *  initializes a new World shortly before start
393 *
394 * this is the function, that will be loaded shortly before the world is
395 * started
396*/
397ErrorMessage World::preStart()
398{
399  this->bPause = false;
400
401  /* update the object position before game start - so there are no wrong coordinates used in the first processing */
402  PNode::getNullParent()->updateNode (0.001f);
403  PNode::getNullParent()->updateNode (0.001f);
404}
405
406
407/**
408 *  starts the World
409 */
410ErrorMessage World::start()
411{
412  this->bQuitWorld = false;
413  this->mainLoop();
414}
415
416/**
417 *  stops the world.
418
419   This happens, when the player decides to end the Level.
420*/
421ErrorMessage World::stop()
422{
423  PRINTF(3)("World::stop() - got stop signal\n");
424  this->bQuitWorld= true;
425}
426
427/**
428 *  pauses the Game
429*/
430ErrorMessage World::pause()
431{
432  this->isPaused = true;
433}
434
435/**
436 *  ends the pause Phase
437*/
438ErrorMessage World::resume()
439{
440  this->isPaused = false;
441}
442
443/**
444 *  destroys the World
445*/
446ErrorMessage World::destroy()
447{
448
449}
450
451/**
452 *  shows the loading screen
453*/
454void World::displayLoadScreen ()
455{
456  PRINTF(3)("World::displayLoadScreen - start\n");
457
458  //GLMenuImageScreen*
459  this->glmis = new GLMenuImageScreen();
460  this->glmis->setMaximum(8);
461
462  PRINTF(3)("World::displayLoadScreen - end\n");
463}
464
465/**
466 * @brief removes the loadscreen, and changes over to the game
467 *
468 * @todo take out the delay
469*/
470void World::releaseLoadScreen ()
471{
472  PRINTF(3)("World::releaseLoadScreen - start\n");
473  this->glmis->setValue(this->glmis->getMaximum());
474  PRINTF(3)("World::releaseLoadScreen - end\n");
475  delete this->glmis;
476}
477
478
479/**
480 *  this returns the current game time
481 * @returns elapsed game time
482*/
483double World::getGameTime()
484{
485  return this->gameTime;
486}
487
488
489
490/**
491 *  synchronize local data with remote data
492*/
493void World::synchronize ()
494{
495  // Get remote input
496  // Update synchronizables
497/*  NetworkManager::getInstance()->synchronize();*/
498}
499
500
501/**
502 *  run all input processing
503
504   the command node is the central input event dispatcher. the node uses the even-queue from
505   sdl and has its own event-passing-queue.
506*/
507void World::handleInput ()
508{
509  EventHandler::getInstance()->process();
510
511  // remoteinput
512}
513
514void World::tick(std::list<WorldEntity*> entityList, float dt)
515{
516  std::list<WorldEntity*>::iterator entity;
517  for (entity = entityList.begin(); entity != entityList.end(); entity++)
518    (*entity)->tick(dt);
519
520}
521
522/**
523 *  advance the timeline
524
525   this calculates the time used to process one frame (with all input handling, drawing, etc)
526   the time is mesured in ms and passed to all world-entities and other classes that need
527   a heart-beat.
528*/
529void World::tick ()
530{
531  Uint32 currentFrame = SDL_GetTicks();
532  if(!this->bPause)
533    {
534      this->dt = currentFrame - this->lastFrame;
535
536      if( this->dt > 10)
537        {
538          float fps = 1000/dt;
539
540          // temporary, only for showing how fast the text-engine is
541          char tmpChar[20];
542          sprintf(tmpChar, "fps: %4.0f", fps);
543        }
544      else
545        {
546          /* the frame-rate is limited to 100 frames per second, all other things are for
547             nothing.
548          */
549          PRINTF(3)("fps = 1000 - frame rate is adjusted\n");
550          SDL_Delay(10-dt);
551          this->dt = 10;
552        }
553
554      this->dtS = (float)this->dt / 1000.0 * this->speed;
555      this->gameTime += this->dtS;
556
557      this->tick(this->objectManager.getObjectList(OM_DEAD_TICK), this->dtS);
558      this->tick(this->objectManager.getObjectList(OM_COMMON), this->dtS);
559      this->tick(this->objectManager.getObjectList(OM_GROUP_00), this->dtS);
560      this->tick(this->objectManager.getObjectList(OM_GROUP_01), this->dtS);
561      this->tick(this->objectManager.getObjectList(OM_GROUP_01_PROJ), this->dtS);
562
563      /* update tick the rest */
564      this->localCamera->tick(this->dtS);
565      // tick the engines
566      AnimationPlayer::getInstance()->tick(this->dtS);
567//      if (this->cycle > 5)
568        PhysicsEngine::getInstance()->tick(this->dtS);
569
570      ParticleEngine::getInstance()->tick(this->dtS);
571
572
573      /** actualy the Graphics Engine should tick the world not the other way around...
574         but since we like the things not too complicated we got it this way around
575         until there is need or time to do it the other way around.
576         @todo: GraphicsEngine ticks world: separation of processes and data...
577
578        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
579         beceause graphics have nothing(or at least not much) to do with Motion.
580      */
581      GraphicsEngine::getInstance()->tick(this->dtS);
582    }
583  this->lastFrame = currentFrame;
584}
585
586
587/**
588 *  this function gives the world a consistant state
589
590   after ticking (updating the world state) this will give a constistant
591   state to the whole system.
592*/
593void World::update()
594{
595  GraphicsEngine::getInstance()->update(this->dtS);
596  PNode::getNullParent()->updateNode (this->dtS);
597  SoundEngine::getInstance()->update();
598  //music->update();
599}
600
601
602void World::collide()
603{
604  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_00),
605                                            this->objectManager.getObjectList(OM_GROUP_01_PROJ));
606  CDEngine::getInstance()->checkCollisions(this->objectManager.getObjectList(OM_GROUP_01),
607                                            this->objectManager.getObjectList(OM_COMMON));
608}
609
610/**
611 *  render the current frame
612
613   clear all buffers and draw the world
614*/
615void World::display ()
616{
617  // clear buffer
618  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
619  // set camera
620  this->localCamera->apply ();
621  // draw world
622  this->draw();
623  // draw HUD
624  /** @todo draw HUD */
625  // flip buffers
626  GraphicsEngine::swapBuffers();
627  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
628  //SDL_Flip (screen);
629}
630
631
632/**
633 *  runs through all entities calling their draw() methods
634 */
635void World::draw ()
636{
637  GraphicsEngine* engine = GraphicsEngine::getInstance();
638  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON_NOTICK));
639  engine->draw(State::getObjectManager()->getObjectList(OM_ENVIRON));
640  engine->draw(State::getObjectManager()->getObjectList(OM_COMMON));
641  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_00));
642  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01));
643  engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ));
644
645//   {
646//     if( entity->isVisible() ) entity->draw();
647  //FIXME
648//     if( unlikely( this->showBV)) entity->drawBVTree(3, 226);  // to draw the bounding boxes of the objects at level 2 for debug purp
649//     entity = iterator->nextElement();
650//   }
651
652  ParticleEngine::getInstance()->draw();
653
654  if (unlikely(this->showPNodes))
655    PNode::getNullParent()->debugDraw(0);
656
657  engine->draw();
658  //TextEngine::getInstance()->draw();
659}
660
661
662/**
663 * \brief main loop of the world: executing all world relevant function
664 *
665 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
666 * all other member-entities of the world (tick to player, enemies etc.), checking for
667 * collisions drawing everything to the screen.
668 */
669void World::mainLoop()
670{
671  this->lastFrame = SDL_GetTicks ();
672  PRINTF(3)("World::mainLoop() - Entering main loop\n");
673
674  while(!this->bQuitWorld) /* @todo implement pause */
675  {
676    ++this->cycle;
677      // Network
678    this->synchronize ();
679      // Process input
680    this->handleInput ();
681    if( this->bQuitWorld)
682      break;
683      // Process time
684    this->tick ();
685      // Process collision
686    this->collide ();
687      // Update the state
688    this->update ();
689      // Draw
690    this->display ();
691  }
692
693  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
694}
695
696
697
698/**
699 *  add and spawn a new entity to this world
700 * @param entity to be added
701*/
702void World::spawn(WorldEntity* entity)
703{
704//   this->entities->add (entity);
705  entity->postSpawn ();
706}
707
708void World::setPath( const char* name)
709{
710  if (this->path)
711    delete this->path;
712  if (ResourceManager::isFile(name))
713  {
714    this->path = new char[strlen(name)+1];
715    strcpy(this->path, name);
716  }
717  else
718    {
719      this->path = new char[strlen(ResourceManager::getInstance()->getDataDir()) + strlen(name) +1];
720      sprintf(this->path, "%s%s", ResourceManager::getInstance()->getDataDir(), name);
721    }
722}
723
724const char* World::getPath( void)
725{
726  return path;
727}
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